Great progress mate, S_ource said something good. trying beveling some edges, make them rounder. there are no perfect edges in the real world (unless it's like the top of a katana). you could always try to go Hi-poly and then bake down to fake some "rounder" edges. take the Sofa for example. It looks more like a plastic…
It's worth noting that ambient occlusion is meant to occlude only ambient lighting, not direct lighting. If you multiply/overlay it with your diffuse textures, they'll ALWAYS be darkened/brightened regardless of the lighting. Think of a sofa with soft cushions. The ao will darken the crevices between the cushions, which is…
When I bake maps with xNormal, I seem to get results as though my edges were softened. The exported FBX looks correct when I analyze it but I'm still getting these results. In xNormal, both the base mesh's "use exported normals" and "harden normals" settings yield the same baked normals.
Thanks a lot! Thanks! And to answer your question: no - This is my motivation, 1. I mostly use the normalmaps to give the props a softer look (with low amount of polys and smoothing groups) but of course, also to add more detail. But the character already have a really soft shape, compared to a sofa for example. You could…